H.E.R.O.
H.E.R.O. (Helicopter Emergency Rescue Operation) arrived on the Apple II in 1984, bringing Activision's popular action game to Apple's computer platform. Originally designed by John Van Ryzin for the Atari 2600 in 1984, the Apple II version maintained the core gameplay that made it successful across multiple systems. Players controlled Roderick Hero, a rescue worker equipped with a helicopter backpack, laser helmet, and dynamite.
The game challenged players to navigate through dangerous caves to rescue trapped miners. Each level started at the cave entrance, and players descended through vertical and horizontal tunnels filled with obstacles. The helicopter pack allowed Roderick to hover and fly short distances, but fuel was limited. Players had to manage their fuel carefully while avoiding cave walls, lava flows, and hostile creatures like bats, spiders, and moths. The laser helmet could destroy enemies, while dynamite cleared blocked passages.
As players progressed deeper into the caves, the difficulty increased significantly. Early levels featured simple layouts with few enemies, but later stages introduced complex mazes with multiple paths, more aggressive creatures, and tighter fuel restrictions. The game tracked points for rescuing miners, destroying enemies, and remaining fuel. Players started with five lives and could earn extra lives through high scores. The Apple II version included 20 different cave layouts that repeated with increased difficulty after completion.
The Apple II port faced technical challenges due to the system's limitations. While the Atari 2600 version used smooth scrolling, the Apple II's graphics moved in discrete steps. The game used the Apple II's high-resolution graphics mode, displaying colorful sprites against black backgrounds. Sound effects were basic, limited to simple beeps for the jetpack, laser, and explosions. Despite these constraints, the developers successfully captured the original's gameplay.
H.E.R.O. stood out among Apple II action games for its unique flying mechanic and strategic elements. Unlike simple shoot-em-ups, it required careful planning and resource management. Players had to decide when to use precious dynamite, whether to fight or avoid enemies, and which paths to explore. The game influenced later titles that combined action with exploration, including Spelunker and Cave Story.
The Apple II version sold well, contributing to H.E.R.O.'s success across all platforms. Gaming magazines praised its addictive gameplay and challenging level design. Today, H.E.R.O. remains a respected example of early action-adventure gaming, demonstrating how creative design could overcome technical limitations to deliver engaging gameplay experiences.